L L4D2node

TerrorNavArea::DrawFlowDelta

0x0097be40 · 184 bytes · __thiscall

_ZNK13TerrorNavArea13DrawFlowDeltaEv

Decompiled

undefined (1 param)

/* TerrorNavArea::DrawFlowDelta() const */

void __thiscall TerrorNavArea::DrawFlowDelta(TerrorNavArea *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if ((*(int *)(ZombieShowFlowDelta._28_4_ + 0x30) == 1) &&
     (this != *(TerrorNavArea **)(TheNavMesh + 0x474))) {
    return;
  }
  iVar1 = GetNextEscapeStep(this,(NavTraverseType *)0x0);
  if (iVar1 != 0) {
    if (this == *(TerrorNavArea **)(TheNavMesh + 0x474)) {
      iVar4 = 100;
      iVar3 = 0xff;
      iVar2 = 0xff;
    }
    else {
      iVar4 = 0;
      iVar3 = 0x80;
      iVar2 = 0x80;
    }
    NDebugOverlay::HorzArrow
              ((Vector *)(this + 0x2c),(Vector *)(iVar1 + 0x2c),10.0,iVar2,iVar3,iVar4,0xff,true,
               0.01023);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)